Round Five
Andrazi continues to exchange blows with the final kobold, his starknife manages to strike true, dropping the creature to one knee as pulls his blade from it's chest. With a desperate lunge, the reptilian foe thrusts his spear upwards at the taller man.

Unfortunately, the near fatal blow has weakened it significantly and the strike is easily knocked aside. So intent on the Varisian, the kobold is paying no mind to Hekirin, who steps up behind him and finishes it with a single slash to the back of its neck. Finally, Thoradin concludes his long-winded prayer to Torag and looks to the battle at hand. His expression begins to hint at the determination to deliver divine wrath as the dwarf steels himself for combat.

Taking advantage of the ninja's momentary distraction, the dark-skinned wizard steps back yet again. (Move to A7.) As the spidery words of arcana cross his lips one more time, his hand seems to develop a thin coating of ice.

The VoiceAttack:1d20 + 5 ⇒ (15) + 5 = 20Damage:1d3 ⇒ 3cold

A beam of frost shoots at Hekirin from the frozen hand. The ninja grimaces as the icy bite of winter strikes him in the side.

Round Six
With a calm anger, Andrazi approaches the wizard and slashes at him, ignoring Hekirin's projectile as it sails harmlessly by. The starknife creates a crimson streak across the being's chest. No sooner has the blade been withdrawn than Thoradin come barreling into the fight. His glowing hammer crushes his opponent's thigh.

Shocked and overwhelmed by the blitz, the dark-skinned figure carefully withdraws further into the alcove and climbs atop the lip of the well hidden behind the statue. Full withdraw to A10.

He spits a single word at the party, "Fire." On command, the statue around which the melee had gathered erupts with flame.

Reflex save (Andrazi):1d20 + 2 ⇒ (14) + 2 = 16Damage:1d4 ⇒ 3fire

As the trap scorches the area immediately before it, Andrazi quickly moves in closer to the statue. Although slightly charred, he manages to avoid the worst of the heat. Half damage.

Round Six
Andrazi chases the wizard to the well and attacks again. With a deft swipe of his starknife, the Varisian sets a deep cut across his opponent. Hekirin follows up with a shurikin that catches the spellcaster square in the chest. He slumps over, about to fall into the well when Andrazi quickly reaches out to pull the body backwards, allowing it to land unceremoniously at his feet.

As the party regroups and regains it consciousness, everyone takes a moment to look around. Despite the wounds endured, it's apparent your foes suffered worse. Nara's earth elemental rolls around on the floor for a moment, reminding everyone of a turtle stuck on its back, before righting itself and casually hobbling over to the elven woman.

Andrazi begins to poke about the room. Similar to the rest of the keep, the most interesting items are found on the recently dead: small spears, slings, and leather armor still clung to by the fallen kobolds. As Hekirin retrieves his projectiles from the dark-skinned corpse, he notices a couple of items concealed on the body. The first is a finely crafted jade katana. Rifling through the possessions, the ninja uncovers a heaping handful of gold coins, a pouch of seemingly strange and bizarre oddities, and an oily leather-bound book. Flipping through the first few pages quickly reveals mostly unintelligible scribbles and notes about magic theories, as well as a selection of what one can only conclude are arcane spells.

Andrazi picks up the rest of the items and stows them away. He shakes his head at the scribbles. "Everyone ready?" When the party has given the go ahead, he will lead them out of the room to leave the keep.

Without interest in what loot lies on the body, Nara crouches down and wraps her linen scarf around the neck of the elemental- or what could be construed as it's neck, anyway. "Are we to just leave Hikirin here, then?" she asks, tilting her head at the resting ninja.

With the jade katana securely in the party's hands, Andrazi retraces his steps back through the dismal keep. The gloomy rooms and passages are just as eerie the second time around, although generally much less populated than before. Nara's pet elemental waddles along, content to follow her through the labyrinth of stone and darkness.

If everyone is set, I'll write up a bit more of a conclusion and transition things into part three this weekend. There's talk of sending me out of state for work next week, so Chronicle sheets may be delayed a bit.

The trip back to the city of Absalom is blissfully uneventful. Somewhere along the way, Nara's elemental servitor sinks effortless into the dirt, disappearing with little more than the sound of falling pebbles. Passing under the city arches, you recall that both Amara Li and Trade Prince Aaqir al'Hakam are awaiting your return.

Okay, I lied. There's a hair more to wrap up here. Amara Li is awaiting the jade katana, while Aaqir al'Hakam is expecting the trade agreements. Where do you you want to head first?

You are swiftly ushered into Amara Li's office. She is ecstatic as you present her with the jade katana. Carefully inspecting it she smiles with a victory as she twists the end of the handle, revealing a hidden compartment. She begins to shower you all with praise as a yellowed roll of parchment falls into her hand. "You have done me a huge favor, Pathfinders, and I am in your debt. You will always be welcomed here, in my Lantern Lodge."

Trade Prince Aaqir al'Hakam is more subdued in his gratitude, but gracious nonetheless. He inquires about the jade katana and seems almost disappointed to hear that you've already turned it over to Arama Li. However, he does not speak of it further as he thanks you for your service once again. "Should any of you seek further dealings that would certainly be mutually profitable, please return to me when we may speak on such matters in greater length."

In the days that follow, each of you receives a hand-written missive bearing a familiar eagle crest: “I know it was difficult. The undead sometimes cling to life, but they always turn to evil. This was a hard lesson that I felt you had to learn, to better serve the common good. As Pathfinders, we should always serve the common good and always fight for freedom.” The signature at the bottom is from Major Maldris.

Andrazi receives the note from the Major while having a drink with his buddy Tanrov. The young Shoanti seemed to be down, so he figured he could use a drink and some encouragement. The Varisian reads a few lines, sees that its from Colson and balls it up to throw it away.

"Nobody important. So like I was sayin, I was liberating some gems for uh.. schoolchildren when the old security guard snuck up on me. That old bastard was quick and knocked me clean out with his sap. Oh man, when I woke up, you should have seen the look on my pop's face. I swear he was gonna shiv me.." Andrazi responds as he continues telling a story.

You've had ample time to relax, unwind, and see to whatever personal matters that might have needed tending. The wanderlust and thrill of adventure that is so common among Pathfinders is beginning to taunt you once more. Only a few days after your latest exploits within the Asad's ruined keep, do each of you find yourselves once again summoned to the Grand Lodge of Absalom.

In the heart of the Pathfinder Society’s headquarters, Venture-Captain Drandle Dreng, a wiry old man with a wild gray beard and glinting eyes, sits on a large plush bench next to a finely dressed, full-figured woman who looks as though this entire meeting isn’t worth her time. Dreng warmly greets each of you before introducing the woman, Lady Gloriana Morilla; the Taldan woman tilts her head slightly in acknowledgement of the introduction, but otherwise makes no move to greet anyone. Oblivious to any social slight on the lady’s part, Dreng goes on to explain the mission.

“Recently, a contact from the Low Azlanti embassy in Escadar approached us with an offer. It seems they have discovered a unique relic of Azlanti origin on the Inner Sea’s floor that we have a unique opportunity to add to our collection for study. In return, however, we must deliver one of our cataloged items to Escadar in exchange. The Low Azlanti drive a hard bargain, so we need you to escort a relics broker to Escadar so he can authenticate the Azlanti item and mediate a fair dealon the Ten’s behalf.

"The matter is not so straight forward as that, of course. We are not the only ones looking to acquire this relic. It seems the Aspis Consortium has also tendered an offer, and the gillmen have decided to accept the Consortium's deal if the Society cannot finalize its agreement within 30 days. And to ensure our agents cannot simply sail to Escadar unmolested, an Aspis-funded warship is partoling the waters just beyond Absalom's harbor."